Index
4 hexes a travel day or 160 miles total.
Soul Coin Carl McCormik | Human | 50 | Baldur's Gate | Sold soul during a midlife crisis.
Random Event per 2 Hexes - 9
1-10 - Combat | 10-20 - Social
Roll Weather each Hex 3 Choking Smog | Thick, noxious fumes fill the air. They may have a source (like volcanic clouds rolling off the mountains) or they may seem to rise from the ground or even just spontaneously emerge from the air itself. At the end of each watch, creatures must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. Creatures who are resting gain advantage on the saving throw. Creatures with resistance or immunity to poison automatically succeed on the saving throw, as do creatures native to Avernus.
This weather lasts for 1d20 hours in that hex.
Plot Encounter - Press Gang
Social Encounter - Fapplestamp Twins
Combat Encounter - Infernal Pursuit
| DC | Camping Check |
|---|---|
| 5 | Safe, dry land is easy to find / the weather is clear |
| 10 | A campsite requires effort to find / there's bad weather - rain, heavy fog, etc. |
| 15 | It's hard to find a safe campsite / the weather is terrible - heavy rain, a fierce storm, howling wind |
| Plot Encounter |
|---|
| *The Wandering Emporium |
| *Hellwasp Nest |
| Smiler the Defiler |
| Infernal Mercenaries |
| Abishai Ambush |
| *Warlord Sighting |
| Cambion Tricks |
| Press Gang |
| *Watchtower |
| Random Combat Encounter |
|---|
| *Cohort Camp |
| Fiendish Prisoner |
| Blood War |
| *Lightning Strike |
| Blood Rain |
| Dust Storm |
| Crater Raiders |
| Infernal Pursuit |
| Shrine to Tiamat |
| *Warlord Battle |
The merrenoloths say the silted souls of the river styx cry with more anguish than usual- possibly because they sense something deeply wicked travelling their waters.
Avernus has severe corruption, DC 15 Wisdom 18 in red zones
2 points = Mild Effect, 5 points = Moderate Effect, 10 points = Severe Effect, 12+ = Death
Lesser Restoration cures 1 point, Greater cures 3 points.
Burney provides this service in Act 3. Lesser for free, but only for low evil characters.
| Player | Corruption | Effect |
|---|---|---|
| Chuck | ||
| Drakor | +1 | |
| Siegbert | +1 | |
| Wim | +2 |
Drakor
Siegbert
Chuck
The target's eyes become beacons, filling a 15-foot cone with dim light when they are open.
| Flesh Warping Effects |
|---|
| The color of the target's hair, eyes, and skin becomes infernal blue, red, purple or yellow. |
| The target's eyes push out of its head on the end of stalks. |
| The target's hands grow claws, which can be used as 1d6 natural weapons. |
| One of the target's legs grows slightly longer than the other, reducing its walking speed by 10 feet. |
| The target's eyes become beacons, filling a 15-foot cone with dim light when they are open. |
| A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet. |
| The target's ears shrivel and close up; the target is deafened. |
| Two of the target's teeth turn into tusks. |
| The target's skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1). |
| The target's arms and legs switch places, preventing the target from moving unless it crawls. |
| The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet. |
| The target's legs grow incredibly long and springy, doubling their jump range. |
| The target grows a whiplike tail, which it can use as a whip. |
| The target's eyes turn black, and it gains darkvision out to a range of 120 feet. |
| The target bulks up, +2 to a stat. |
| The target becomes thin and skeletal, -2 to a stat. |
| The target's head doubles in size. |
| The target's ears become wings, giving it a flying speed of 5 feet. |
| The target's body becomes unusually fragile, causing the target to gain vulnerability to bludgeoning, piercing, and slashing damage. |
| The target grows another set of eyes, causing it to have advantage on saving throws against being charmed, frightened, or stunned. |
| The target's eyes become slit-pupiled like a cat's, and their movements take on a twitchy, nervous energy. Improved reaction speed, Alert Feat |
| The target's legs lengthen and develop additional joints, resembling those of a deer or a jackal. +10 movement speed. |
| The target's fingers elongate and grow tiny barbs, making them resemble the claws of a gecko or spider. Gain a climbing speed. |
| The target grows small impish wings. Able to hover 5 feet off the ground. |
| The target's skin shifts in texture and color, appearing like charred wood, frostbitten flesh, or crackling with static electricity, depending on the element. |
| The target's body becomes rubbery and amorphous, allowing them to swell and distort into a grotesque, monstrous form. Reduce/Enlarge spell for a number of rounds equal to Con mod. |
| The target's facial features become malleable and plastic-like, allowing them to shift and rearrange their appearance at will. Disguise self 1/day. |
| The target's skin appears thin and translucent, revealing fragile veins and bones beneath. Vulnerability to a random damage type. |
| The target emits a faint, unsettling odor and their eyes take on a predatory gleam, making animals wary or aggressive. Disadvantage on Charisma checks. |
| The target's tongue becomes forked, impairing their speech. They forget their second language. |
| The target's eyes become clouded, disadvantage on sight related checks. |
| The target is shadowed by a faint aura of misfortune, causing small objects around them to break or spill unexpectedly. Unlucky: On nat 20s they have to reroll and take the new roll |
| The target appears lethargic and slow to react, their movements heavy and delayed as if moving through water. Disadvantage on initiative rolls. |